莫纳什大学 3D建模 FIT1033 Foundations of 3D课程辅导在线答疑讲解

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FIT1033 Foundations of 3D

Assignment 3: Modelling a “Creature” Game Character [30%]

Brief

In Assignment 3, your challenge is to research, design and model an original 3D game creature. You are encouraged to research and reference other character designs to build and develop your concept but your game creature must be a new creation. You cannot simply remodel or copy a character from an existing computer game, animated series or movie (for example, from Pixar’s Monsters, Inc. or the Pokémon franchise).

The textures in your scene will be created by you using Substance Painter. All materials included in Adobe Substance 3D Painter can be used as a starting point for your texturing.

Please note: any textures, 3D models, and materials downloaded from the internet are not permitted and will be considered as evidence of plagiarism.

When this is done, you’ll import your textured model into a pre-supplied Unity scene, and export it as a working Unity build for presentation.

Character Design

The definition of a ‘3D game creature’ here is broad, but essentially a creature is an animal, not a human. As in assignment 1, the surest way to arrive at an original character design is by combining different concepts; in this case different animal anatomies. Your documentation should begin by exploring a range of character concepts and animal forms.

Your creature's personality is expressed in its physical form. It could be bright, cute and cuddly, and suitable for a children’s game. It could be frightening and ferocious, or comical and caricatured.

Remember though that this creature is a game character and needs to be modelled efficiently and within a polygon limit (20,000 tris).  We are not aiming for photorealistic or highly detailed creations; simple characters with strong design elements suit the scope of this assignment best.

A short character description (about 200 words) describing your game character should be included in your documentation. For example: What is your creature called? What kind of game character is it - a monster, a hero, a pet? How does it move around and where does it live? Are there any environmental hazards that your creature has adapted to?

Deliverables

Submissions for this assignment should contain the following (three items):

(a)  Maya scene files and exported textures

This should contain your final Maya file and 3 incremental saves showing your working history. You are also required to submit all exported textures created for this assignment. Note: You do not need to submit your Substance Painter Project as these files can easily exceed 100MB.

However, you must make these files available upon request by your tutor.

(b) A Unity3D Build (Mac or PC) and the Unity Project

Importing your design into the Unity scene provided and exporting your scene as an interactive build. Please ask your tutor which build they would prefer. You will also need to submit your Unity project so your tutor can assess considerations such as lighting, textures and materials, as well as in case your build fails to compile correctly.

(c) Documentation as a PDF document

Your documentation will contain research, references, screenshots, analysis, and written descriptions of your working process. You can use the screen recordings of your modelling process and include selected screenshots from this video in your documentation. Further information on what your documentation should contain can be found in the Documentation Guide uploaded on the Assessment page, and examples will be provided by your tutor.

Note: You must screen record your modelling process. Your screen recorded videos do not need to be submitted with your assignment, but must be made available in the event that your tutors request them when marking your work. These videos can be deleted once your assignment has been marked and feedback has been returned to you.

Submission is via Moodle. ALL submitted items must be named in a clear and logical way and compressed into a single .zip file, which should be named with the assessment number, and your name.

The maximum total file-size for this submission is 500MB.

Assessment Criteria

Your submission will be graded on the following criteria:

Quality of 3D character modelling and geometry [12 marks]

● Overall shape, details, and complexity of the character

●    Modelling within a polygon limit (20,000 tris)

● Clean and efficient geometry

●    Use of modelling tools & techniques

Quality of UV mapping, materials, and presentation of your character [10 marks]

● Application of UV mapping techniques and texturing tools

● Appropriate use and consideration of 3D materials

●    Application of PBR map types (Albedo colour, normal, metal, roughness, emission)

● Visual impact of your character in your final Unity Build

Written and Visual documentation [8 marks]

●    Discussion of inspiration, research, design, and planning

● Coverage of 3D process (including modelling, materials, and Unity)

●    Use of images/screenshots and other visual resources to illustrate workflow

●    Explanation and reflection of decision-making process

Suggested Timeline

Below is a recommended timeline and workflow for this assignment, note that this only shows rough production stages, and your documentation should be written continually throughout this process. If you find yourself running behind on any of these steps, this is not the end of the world, however you may find that you need to either adjust the scope of your assignment or discuss your assignment with your tutor.

Late Penalties

Any submission received after the due date without a prior arranged extension will receive a 5% reduction to their available mark per day late, for a maximum of seven days. Submissions received more than 7 days after the due date - without a prior arranged extension - will receive a mark of 0 and no feedback will be provided.

SUBMISSION DUE: Friday Week 14, 11:55 PM

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